3817 lines
121 KiB
Plaintext
3817 lines
121 KiB
Plaintext
'Boulderdash, for Hydra or Demo Board.
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'Version 0.95
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'Released to the public domain.
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' Changes:
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' 2009-11-10 - Modified for the Demo Board.
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' - Added 'readkey' routine to allow playing the game from the keyboard.
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' - Rockford now can be moved around and the screen scrolls automatically.
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' 2009-11-12 - Halved tile horizontal resolution to eliminate redundant pixel pairs
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' (and BoulderDash uses 8x16 tiles anyway). This also halves tile memory
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' requirements.
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' - The scroller now runs in a separate cog.
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' 2009-11-13 - Changed pixel clock settings in order to display 20 tiles per line,
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' as in the classic C64/Atari BoulderDash I.
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' - Added code to handle boulders and diamonds. Rockford cannot push yet
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' boulders or pick-up diamonds.
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' 2009-11-14 - Reversed pixel order in video driver in order to avoid having to define
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' mirrored tiles.
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' - Added more tiles, hopefully all the characters are there.
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' - The scroller cog now also handles animated characters.
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' - Rockford can pick-up diamonds and the screen flashes when diamond count
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' reaches the target.
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' - Rockford now walks facing in the right direction and gets "bored".
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' 2009-11-15 - Added an optional status line.
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' - Added a character font for the status line.
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' - Main game loop moved to a separate routine.
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' - Boulders can be pushed around.
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' - New routines to cover and uncover the screen.
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' - Added an infinite loop to the main routine, pressing ESC restarts the
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' game.
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' 2009-11-16 - Inbox now morphs into Rockford.
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' - Rockford can exit through the Outbox.
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' 2009-11-17 - Added hardware detection feature (Hydra, Demo Board, etc.) Video driver
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' changed accordingly. Not sure if keyboard will work on Hydra.
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' - Falling boulders and diamonds now can kill Rockford.
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' - Added PAL timings table to video driver, but PAL mode is not working yet.
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' 2009-11-18 - Synchronized scroller to vertical sync, scrolling is totally smooth now.
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' - PAL mode now works.
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' 2009-11-25 - Started adding support for fireflies and butterflies. Had to split the
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' case statement in the main game loop into sections due to poor performance.
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' - Added code to decode raw cave data of original Atari/C64 BoulderDash I.
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' You can now import your favorite caves :)
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' 2009-11-26 - Fireflies and butterflies now explode in contact with Rockford.
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' - Time counts down, but there is no "out of time" condition yet.
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' 2009-11-27 - Implemented the "pick without moving" Rockford trick (use left CTRL key).
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' - Stop cave when time runs out.
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' - Do not advance to next cave until current one is successfully completed.
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' Game is now playable! Use LeftCtrl + LeftShift as a "cheat" to move to
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' next cave without finishing the current one. The Escape key restarts the
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' current cave. Sorry, no score points yet.
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' 2009-11-28 - Status line now handled by a separate cog.
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' - Flashing "Out of time" message when time runs out.
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' - Space bar now pauses game.
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' - Score points implemented.
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' - No more unlimited lifes, sorry ;)))
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' - New life every 500 points.
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' 2009-11-29 - Using a table of codes to reset the 'scanned' flag avoids a second case
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' statement and improves performance.
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' - Implemented amoebas and magic wall. Now all the original caves work!
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' - Added all the original BoulderDash I caves (except the intermissions)
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' - Added a Level variable. After successfully finishing the last cave the
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' game starts again from the first one of the next difficulty level.
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' 2009-11-30 - Fixed a bug in amoeba handling that caused cave M to crash.
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' 2009-12-02 - Game controller apparently does not like to be read too fast.
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' - Added intermission caves.
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' 2009-12-04 - Aborting the current cave will cost you a life.
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' - Restart (or exit) automatically the cave if "Out of time" has been
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' flashing for more than a minute without user input.
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' - Throtle down Rockford a bit in levels 1 and 2 (is running too fast!)
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' 2009-12-05 - Added the title screen (had a hard time scrolling the background behind
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' those big letters!).
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' - Starting cave and level can be selected from the title screen.
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' - Run a demo if the title screen has been inactive for about a minute.
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' 2009-12-06 - Fixed boulder/diamond rolling off: they must move to the side first,
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' not directly diagonally.
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' - Added a preliminary sound object. Nothing there yet.
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' - Bonus points at the end of the cave increase with difficulty level.
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' 2009-12-07 - First steps towards SID emulation via PWM. Single voice waveform generation
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' already works (well, sort of). No envelope control yet.
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' 2009-12-08 - SID emulator: noise waveform, amplitude control, 3 voices. Envelope
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' control using a separate cog (see the ChangeLog in the SIDemu.spin file).
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' 2009-12-09 - Integrated the SID emulator into the game, running out of cogs.
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' - Got the main tune working.
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' - Added a few other sound/noise effects the game.
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' - Boulder noise interfers with diamond pick up sound. Which one has the
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' preference?
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' 2009-12-12 - Added the cover/uncover screen sound.
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' - Added the bonus points sound.
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' - Added amoeba and magic wall sound.
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'
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' TODO:
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' - Finish it :)
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' - Add broadcast TV mode with sound carrier to use the TV antenna input (like in old times :))
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'
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'
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' Anpassungen für den Hive
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'
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' 09-01-2010 - Entfernung der Hardwareerkennung
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' - Anpassung Konfiguration an Hive/Bellatrix
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' - Gamecontr. entfernt
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' - Auskommentierung Sound
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' 12-01-2010 - Scrolltext im Titelscreen
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' - Optimierung Soundobjekt
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con
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_clkmode = xtal1 + pll16x
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_xinfreq = 5_000_000
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' The supported video modes
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TV_NTSC = 0
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TV_PAL = 1
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#ifdef __TV_NTSC
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TV_MODE = TV_NTSC
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#else
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TV_MODE = TV_PAL
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#endif
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' Game controller codes
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GP_RIGHT = %00000001 '(Right arrow) Move right
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GP_LEFT = %00000010 '(Left arrow) Move left
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GP_DOWN = %00000100 '(Down arrow) Move down
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GP_UP = %00001000 '(Up arrow) Move up
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GP_START = %00010000 '(Left Shift) Start game. Together with GP_SELECT: go to next cave (cheat)
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GP_SELECT = %00100000 '(Left Ctrl) Pick
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GP_B = %01000000 '(Space) Pause
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GP_A = %10000000 '(Escape) Abort and restart current cave
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var
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long nes
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long last_dir
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long cave_addr
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long random_ptr
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long screen_height
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long sx, sy
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long video_params[7]
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long sound_pin
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long Score
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long NextLife
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byte temp_cave[40*22]
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byte HWType
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byte Cave
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byte Level
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byte CaveNumber
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byte DiamondCount
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byte DiamondsNeeded
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byte DiamondValue
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byte ExtraValue
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byte CaveTime
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byte Men
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byte Alive
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byte MagicWallStatus
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byte MagicWallTime
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byte AmoebaStatus
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byte AmoebaTime
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byte target
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byte vsync
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byte door_x, door_y
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obj
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tv: "Boulderdash_Tile_TV"
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kb: "Keyboard"
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sc: "Scroller"
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st: "Status"
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rr: "RealRandom"
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sn: "Sounds"
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pub main | success
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video_params[0] := %0_11_101_000 ' Set Mode for VCFG
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video_params[1] := 2 ' Set Pingroup used by TV driver.
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video_params[2] := %0111_0000 ' Set Pinmask for VCFG pins.
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video_params[3] := %0000_0111<<20 ' Set Pinmask for output pins.
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video_params[4] := TV_MODE
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video_params[5] := @screen
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video_params[6] := @vsync
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if video_params[4] == TV_NTSC
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screen_height := 12
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else
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screen_height := 14
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rr.start 'start the real random number generator
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random_ptr := rr.random_ptr
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bytefill(@screen, $00, constant(40 * 22)) 'clear screen
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tv.start(@video_params) 'start the TV driver
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sc.start(@video_params, random_ptr) 'start the scroller
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st.start(@video_params) 'start the status line handler
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kb.start(17, 16) 'start the keyboard driver
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sn.start 'start the sound engine
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cave_addr := @screen
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repeat
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repeat
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success := TitleScreen
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palette.byte[1] := $04
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palette.byte[2] := $4B
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palette.byte[3] := $06
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bytefill(@screen, $3C, constant(40 * 22)) 'fill the screen with the scrolling pattern
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status := 0
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Score := 0
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Men := 3
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if success
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quit
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else
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Demo
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repeat
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sn.music_off
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CaveNumber := byte[@@caves[Cave]]
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st.player_params(1, Men, CaveNumber, Level, Score)
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st.set_mode(st#STATUS_PRE)
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CreateCave(@@caves[Cave], @temp_cave)
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st.cave_params(DiamondsNeeded, DiamondValue, CaveTime)
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last_dir := -1 'last rockford direction
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sc.rockford_go(0) 'rockford initially stands still
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sc.milling_off
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if CaveNumber > 16
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'intermission
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sx := 0
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sy := 0
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else
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'normal cave
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sx := door_x - 10
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sx <#= constant(40 - 20)
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sx #>= 0
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sy := door_y - screen_height / 2
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sy <#= 22 - screen_height
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sy #>= 0
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sc.scroll_to(sx * 8, sy * 16)
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Uncover 'uncover screen
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success := GameLoop
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if not success
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if --Men == 0
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st.set_mode(st#STATUS_GAME_OVER)
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waitcnt(clkfreq + cnt)
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Cover
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quit
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if success or CaveNumber > 16
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'go to next cave only if current one was completed
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'but never restart intermissions
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if success and CaveNumber > 16 and Men < 9
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++Men 'the promised bonus life
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if caves[++Cave] == 0
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if Level < 4
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++Level
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Cave := 0
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st.player_params(1, Men, CaveNumber, Level, Score)
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st.set_mode(st#STATUS_PRE)
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Cover 'cover screen with scrolling pattern
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pub TitleScreen | x, y, h, t, i, j, lk, ticks, count, scr
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if TV_MODE == TV_NTSC
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h := 24
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t := 2
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ticks := constant(60 * 130 / 2) 'dr235
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else
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h := 28
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t := 4
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ticks := constant(50 * 130 / 2)
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scr := 0
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bytefill(@screen, $00, constant(40 * 28)) 'clear screen
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palette.byte[1] := $FC
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palette.byte[2] := $FB
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palette.byte[3] := $06
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st.set_mode(st#STATUS_NONE)
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Cave := 0
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Level := 0
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CaveNumber := byte[@@caves[Cave]]
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repeat x from 0 to 19
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byte[@screen + x] := $B1
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byte[@screen + x + (h - 6) * 40] := $B1
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repeat y from 1 to h - 7
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byte[@screen + y * 40] := $B5
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repeat x from 1 to 18
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byte[@screen + x + y * 40] := $B0
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byte[@screen + 19 + y * 40] := $B6
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i := 0
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repeat y from t to t + 6
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repeat x from 1 to 18
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byte[@screen + x + y * 40] := big_boulder.byte[i++]
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i := 0
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repeat y from t + 8 to t + 14
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repeat x from 3 to 15
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byte[@screen + x + y * 40] := big_dash.byte[i++]
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status := 2
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scroll := 0
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'st.text_out(@screen + (h - 4) * 40, @str1, 20)
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scr++
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repeat i from 0 to 19
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'j := str1.byte[i]
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j := scr1.byte[i + scr]
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if j == $20
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byte[@screen + (h - 4) * 40 + i] := $90
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else
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byte[@screen + (h - 4) * 40 + i] := j + $A0
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st.text_out(@screen + (h - 3) * 40, @str2, 20)
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st.text_out(@screen + (h - 2) * 40, @str3, 20)
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st.text_out(@screen + (h - 1) * 40, @str4, 20)
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screen.byte[(h - 2) * 40] := $D1 'player(s)
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screen.byte[(h - 2) * 40 + 10] := $D1 'joystick(s)
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screen.byte[(h - 1) * 40 + 7] := CaveNumber + $E0
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screen.byte[(h - 1) * 40 + 17] := Level + $D1
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lk := 0 'last key
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count := ticks
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sn.music_on
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repeat while count > 0
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'wait for vsync, count every other tick
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repeat while vsync == 0
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repeat while vsync <> 0
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repeat while vsync == 0
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repeat while vsync <> 0
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--count
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'scrolltext
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scr++
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if (scr>>2) > 318 '(scr2 - scr1)
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scr := 0
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repeat i from 0 to 19
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j := scr1.byte[i + (scr>>2)]
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if j == $20
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byte[@screen + (h - 4) * 40 + i] := $90
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else
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byte[@screen + (h - 4) * 40 + i] := j + $A0
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' scrolling background
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x := @tiles + constant(16 * $B0)
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y := word[x]
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wordmove(x, x + 2, 7)
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word[x + 15] := y
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repeat i from 0 to 5
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repeat y from 0 to 14 step 2
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x := @tiles + constant(16 * $B0) + y
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t := @tiles + constant(16 * $BD) + y + 16 * i
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j := @tiles + constant(16 * $B3) + y + 16 * i
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word[j] := word[x] | word[t]
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repeat y from 0 to 14 step 2
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x := @tiles + constant(16 * $B0) + y
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t := @tiles + constant(16 * $C3) + y
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j := @tiles + constant(16 * $B9) + y
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word[j] := (word[x] & $00FF) | word[t]
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repeat y from 0 to 14 step 2
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x := @tiles + constant(16 * $B0) + y
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t := @tiles + constant(16 * $C4) + y
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j := @tiles + constant(16 * $BA) + y
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word[j] := (word[x] & $FF00) | word[t]
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repeat y from 0 to 14 step 2
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x := @tiles + constant(16 * $B0) + y
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t := @tiles + constant(16 * $C5) + y
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j := @tiles + constant(16 * $BB) + y
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word[j] := (word[x] & $FF00) | word[t]
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i := read_input
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if i <> lk
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count := ticks 'reset countdown
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if i & GP_START
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sn.music_off
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return 1
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elseif i & GP_LEFT
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if Cave => 5
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Cave -= 5
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CaveNumber := byte[@@caves[Cave]]
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screen.byte[(h - 1) * 40 + 7] := CaveNumber + $E0
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elseif i & GP_RIGHT
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if Cave =< 10
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Cave += 5
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CaveNumber := byte[@@caves[Cave]]
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screen.byte[(h - 1) * 40 + 7] := CaveNumber + $E0
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elseif i & GP_UP
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if Level < 4
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++Level
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screen.byte[(h - 1) * 40 + 17] := Level + $D1
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elseif i & GP_DOWN
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if Level > 0
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--Level
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screen.byte[(h - 1) * 40 + 17] := Level + $D1
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lk := i
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sn.music_off
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return 0
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dat
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big_boulder
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byte $B2, $B1, $B7, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0
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byte $B2, $B0, $B9, $B2, $B1, $BA, $B5, $B9, $B2, $B0, $BA, $B1, $B7, $B2, $B1, $BA, $B1, $B7
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byte $B2, $B1, $B8, $B2, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9
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byte $B2, $B1, $B7, $B2, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9, $B2, $B5, $BA, $B1, $B8
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byte $B2, $B0, $B9, $B2, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9, $B2, $B0, $BA, $B1, $B7
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byte $B2, $B1, $B5, $B2, $B1, $BA, $B1, $B5, $B2, $B1, $BA, $B1, $B5, $B2, $B1, $BA, $B5, $B9
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byte $B2, $B1, $B8, $B2, $B1, $BA, $B1, $B5, $B2, $B1, $BA, $B1, $B8, $B2, $B1, $BA, $B5, $B9
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big_dash
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byte $BA, $B1, $B3, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0
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byte $BA, $B5, $BA, $B0, $B2, $B7, $B2, $B1, $BA, $B5, $BA, $BB, $BC
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byte $BA, $B5, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $BA, $B0, $B0
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byte $BA, $B5, $BA, $BA, $B1, $B5, $B2, $B1, $BA, $B1, $B1, $B0, $B0
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byte $BA, $B5, $BA, $BA, $B5, $B9, $B0, $B2, $BA, $B5, $BA, $B0, $B0
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byte $BA, $B1, $B1, $BA, $B5, $B9, $B2, $B1, $BA, $B5, $BA, $B0, $B0
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byte $BA, $B1, $B4, $BA, $B5, $B9, $B2, $B1, $BA, $B5, $BA, $B0, $B0
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str1 byte " HIVE VERSION "
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str2 byte "PRESS BUTTON TO PLAY"
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str3 byte " PLAYER JOYSTICK"
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str4 byte " CAVE: LEVEL: "
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scr1 byte " "
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byte "THANKS :SPORK FROGS: :HPG: :AHLE2: AND THE OTHER PROPELLERHEADS FOR THE BASECODE"
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byte " "
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byte "THANKS PEX :MAHONEY: TUFVESSON FOR THE COOL MUSIC"
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byte " "
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byte "GRUSS AN ALLE HIVE-DROHNEN"
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byte " "
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byte "HIVE: WE ARE BORG - RESISTANCE IS FUTILE"
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byte " "
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byte "DROHNE235: HIVE-VERSION 2010"
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byte " "
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scr2 byte 0
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pub Demo
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Score := 0
|
|
Cave := 0 'demo happens on cave A
|
|
Level := 0
|
|
CaveNumber := byte[@@caves[Cave]]
|
|
st.player_params(1, Men, CaveNumber, Level, Score)
|
|
st.set_mode(st#STATUS_PRE)
|
|
|
|
CreateCave(@@caves[Cave], @temp_cave)
|
|
st.cave_params(DiamondsNeeded, DiamondValue, CaveTime)
|
|
|
|
last_dir := -1 'last rockford direction
|
|
sc.rockford_go(0) 'rockford initially stands still
|
|
sc.milling_off
|
|
|
|
sx := door_x - 10
|
|
sx <#= constant(40 - 20)
|
|
sx #>= 0
|
|
sy := door_y - screen_height / 2
|
|
sy <#= 22 - screen_height
|
|
sy #>= 0
|
|
sc.scroll_to(sx * 8, sy * 16)
|
|
|
|
demo_ptr := @demo_data 'set demo data pointer
|
|
kcount := 0
|
|
|
|
Uncover 'uncover screen
|
|
GameLoop 'play the demo
|
|
Cover 'cover screen back
|
|
|
|
var
|
|
|
|
long demo_ptr
|
|
byte kcount, last_key
|
|
|
|
dat
|
|
|
|
' The low nibble of each byte is the direction of movement:
|
|
' $x0 = no movement
|
|
' $x1 = Right
|
|
' $x2 = Left
|
|
' $x3 = Down
|
|
' $x4 = Up
|
|
' bit 3 ($x8) set means GP_SELECT is pressed (not used here anyway)
|
|
' The high nibble is the number of scan frames to apply the movement.
|
|
' $00 means end of demo data.
|
|
|
|
demo_data
|
|
byte $F0, $10, $14, $71, $23, $91, $40, $23
|
|
byte $41, $34, $12, $40, $14, $B1, $13, $21
|
|
byte $40, $63, $11, $43, $32, $40, $13, $12
|
|
byte $41, $32, $40, $44, $52, $34, $52, $43
|
|
byte $32, $50, $34, $A2, $14, $32, $13, $62
|
|
byte $43, $11, $40, $33, $41, $43, $42, $24
|
|
byte $21, $34, $A1, $A1, $13, $41, $13, $41
|
|
byte $23, $50, $51, $44, $51, $60, $13, $00
|
|
|
|
pub readkey : key
|
|
|
|
if demo_ptr
|
|
if kcount > 0
|
|
--kcount
|
|
return last_key
|
|
else
|
|
key := byte[demo_ptr++]
|
|
if key == $00
|
|
demo_ptr := 0
|
|
else
|
|
kcount := key / 16 - 1
|
|
case key & $07
|
|
$0: last_key := 0
|
|
$1: last_key := GP_RIGHT
|
|
$2: last_key := GP_LEFT
|
|
$3: last_key := GP_DOWN
|
|
$4: last_key := GP_UP
|
|
if key & $08
|
|
last_key |= GP_SELECT
|
|
return last_key
|
|
|
|
key := 0
|
|
if kb.keystate($C0)
|
|
key |= GP_LEFT
|
|
if kb.keystate($C1)
|
|
key |= GP_RIGHT
|
|
if kb.keystate($C2)
|
|
key |= GP_UP
|
|
if kb.keystate($C3)
|
|
key |= GP_DOWN
|
|
if kb.keystate($F2) 'left control key
|
|
key |= GP_SELECT
|
|
if kb.keystate($CB) 'escape key
|
|
key |= GP_A
|
|
if kb.keystate($20) 'space key
|
|
key |= GP_B
|
|
if kb.keystate($F0) 'left shift
|
|
key |= GP_START
|
|
if kb.keystate($0D) 'or enter
|
|
key |= GP_START
|
|
|
|
pub read_input
|
|
|
|
return readkey
|
|
|
|
|
|
var
|
|
byte RandSeed1, RandSeed2
|
|
|
|
pub GetRandom | temp1, temp2, temp3, cy, r
|
|
|
|
'' Generate a pseudo-random number, given a seed
|
|
'' The output matches the one used in the original BoulderDash I
|
|
|
|
temp1 := (RandSeed1 & 1) << 7
|
|
temp2 := (RandSeed2 & 1) << 7
|
|
temp3 := (RandSeed2 >> 1) & $7F
|
|
|
|
r := RandSeed2 + temp2
|
|
if r > $FF
|
|
cy := 1
|
|
r &= $FF
|
|
else
|
|
cy := 0
|
|
|
|
r += cy + $13
|
|
if r > $FF
|
|
cy := 1
|
|
r &= $FF
|
|
else
|
|
cy := 0
|
|
|
|
RandSeed2 := r
|
|
|
|
r := RandSeed1 + cy + temp1
|
|
if r > $FF
|
|
cy := 1
|
|
r &= $FF
|
|
else
|
|
cy := 0
|
|
|
|
r += cy + temp3
|
|
RandSeed1 := r & $FF
|
|
|
|
dat
|
|
|
|
caves long @cave_A, @cave_B, @cave_C, @cave_D, @inter_1
|
|
long @cave_E, @cave_F, @cave_G, @cave_H, @inter_2
|
|
long @cave_I, @cave_J, @cave_K, @cave_L, @inter_3
|
|
long @cave_M, @cave_N, @cave_O, @cave_P, @inter_4
|
|
long 0
|
|
|
|
cave_A byte 1 'cave number
|
|
byte 20 'magic wall/amoeba time
|
|
byte 10 'initial diamond value
|
|
byte 15 'extra diamond value
|
|
byte 10, 11, 12, 13, 14 'randomizer seed per level
|
|
byte 12, 12, 12, 12, 12 'diamonds needed per level
|
|
byte 150, 110, 70, 40, 30 'time per level
|
|
byte $08, $0B, $09, $D4, $20 'bg color 1, bg color 2, fg color
|
|
byte $00, $10, $14, $00 'random objects
|
|
byte $3C, $32, $09, $00 'probability of object
|
|
byte $42, $01, $09, $1E, $02 'raw cave data
|
|
byte $42, $09, $10, $1E, $02
|
|
byte $25, $03, $04
|
|
byte $04, $26, $12
|
|
byte $FF
|
|
|
|
cave_B byte 2
|
|
byte 20
|
|
byte 20, 50
|
|
byte $03, $00, $01, $57, $58
|
|
byte $0A, $0C, $09, $0D, $0A
|
|
byte $96, $6E, $46, $46, $46
|
|
byte $0A, $04, $09, $00, $00
|
|
byte $00, $10, $14, $08
|
|
byte $3C, $32, $09, $02
|
|
byte $42, $01, $08, $26, $02, $42, $01, $0F, $26, $02, $42, $08, $03, $14, $04, $42
|
|
byte $10, $03, $14, $04, $42, $18, $03, $14, $04, $42, $20, $03, $14, $04, $40, $01
|
|
byte $05, $26, $02, $40, $01, $0B, $26, $02, $40, $01, $12, $26, $02, $40, $14, $03
|
|
byte $14, $04, $25, $12, $15, $04, $12, $16, $FF
|
|
|
|
cave_C byte 3
|
|
byte $00
|
|
byte $0F, $00
|
|
byte $00, $32, $36, $34, $37
|
|
byte $18, $17, $18, $17, $15
|
|
byte $96, $64, $5A, $50, $46
|
|
byte $09, $08, $09, $04, $00
|
|
byte $02, $10, $14, $00
|
|
byte $64, $32, $09, $00
|
|
byte $25, $03, $04, $04, $27, $14, $FF
|
|
|
|
cave_D byte 4
|
|
byte $14
|
|
byte $05, $14
|
|
byte $00, $6E, $70, $73, $77
|
|
byte $24, $24, $24, $24, $24
|
|
byte $78, $64, $50, $3C, $32
|
|
byte $04, $08, $09, $00, $00
|
|
byte $10, $00, $00, $00
|
|
byte $14, $00, $00, $00
|
|
byte $25, $01, $03, $04, $26, $16, $81, $08, $0A, $04, $04, $00, $30, $0A, $0B, $81
|
|
byte $10, $0A, $04, $04, $00, $30, $12, $0B, $81, $18, $0A, $04, $04, $00, $30, $1A
|
|
byte $0B, $81, $20, $0A, $04, $04, $00, $30, $22, $0B, $FF
|
|
|
|
cave_E byte $05, $14, $32, $5A
|
|
byte $00, $00, $00, $00, $00
|
|
byte $04, $05, $06, $07, $08
|
|
byte $96, $78, $5A, $3C, $1E
|
|
byte $09, $0A, $09, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $25, $01, $03, $04, $27, $16, $80, $08, $0A, $03, $03, $00, $80, $10, $0A, $03
|
|
byte $03, $00, $80, $18, $0A, $03, $03, $00, $80, $20, $0A, $03, $03, $00, $14, $09
|
|
byte $0C, $08, $0A, $0A, $14, $11, $0C, $08, $12, $0A, $14, $19, $0C, $08, $1A, $0A
|
|
byte $14, $21, $0C, $08, $22, $0A, $80, $08, $10, $03, $03, $00, $80, $10, $10, $03
|
|
byte $03, $00, $80, $18, $10, $03, $03, $00, $80, $20, $10, $03, $03, $00, $14, $09
|
|
byte $12, $08, $0A, $10, $14, $11, $12, $08, $12, $10, $14, $19, $12, $08, $1A, $10
|
|
byte $14, $21, $12, $08, $22, $10, $FF
|
|
|
|
cave_F byte $06, $14, $28, $3C
|
|
byte $00, $14, $15, $16, $17
|
|
byte $04, $06, $07, $08, $08
|
|
byte $96, $78, $64, $5A, $50
|
|
byte $0E, $0A, $09, $00, $00
|
|
byte $10, $00, $00, $00
|
|
byte $32, $00, $00, $00
|
|
byte $82, $01, $03, $0A, $04, $00, $82, $01, $06, $0A, $04, $00, $82, $01, $09, $0A
|
|
byte $04, $00, $82, $01, $0C, $0A, $04, $00, $41, $0A, $03, $0D, $04, $14, $03, $05
|
|
byte $08, $04, $05, $14, $03, $08, $08, $04, $08, $14, $03, $0B, $08, $04, $0B, $14
|
|
byte $03, $0E, $08, $04, $0E, $82, $1D, $03, $0A, $04, $00, $82, $1D, $06, $0A, $04
|
|
byte $00, $82, $1D, $09, $0A, $04, $00, $82, $1D, $0C, $0A, $04, $00, $41, $1D, $03
|
|
byte $0D, $04, $14, $24, $05, $08, $23, $05, $14, $24, $08, $08, $23, $08, $14, $24
|
|
byte $0B, $08, $23, $0B, $14, $24, $0E, $08, $23, $0E, $25, $03, $14, $04, $26, $14
|
|
byte $FF
|
|
|
|
cave_G byte $07, $4B, $0A, $14
|
|
byte $02, $07, $08, $0A, $09
|
|
byte $0F, $14, $19, $19, $19
|
|
byte $78, $78, $78, $78, $78
|
|
byte $09, $0A, $0D, $00, $00
|
|
byte $00, $10, $08, $00
|
|
byte $64, $28, $02, $00
|
|
byte $42, $01, $07, $0C, $02, $42, $1C, $05, $0B, $02, $7A, $13, $15, $02, $02, $14
|
|
byte $04, $06, $14, $04, $0E, $14, $04, $16, $14, $22, $04, $14, $22, $0C, $14, $22
|
|
byte $16, $25, $14, $03, $04, $27, $07, $FF
|
|
|
|
cave_H byte $08, $14, $0A, $14
|
|
byte $01, $03, $04, $05, $06
|
|
byte $0A, $0F, $14, $14, $14
|
|
byte $78, $6E, $64, $5A, $50
|
|
byte $02, $0E, $09, $00, $00
|
|
byte $00, $10, $08, $00
|
|
byte $5A, $32, $02, $00
|
|
byte $14, $04, $06, $14, $22, $04, $14, $22, $0C, $04, $00, $05, $25, $14, $03, $42
|
|
byte $01, $07, $0C, $02, $42, $01, $0F, $0C, $02, $42, $1C, $05, $0B, $02, $42, $1C
|
|
byte $0D, $0B, $02, $43, $0E, $11, $08, $02, $14, $0C, $10, $00, $0E, $12, $14, $13
|
|
byte $12, $41, $0E, $0F, $08, $02, $FF
|
|
|
|
cave_I byte $09, $14, $05, $0A
|
|
byte $64, $89, $8C, $FB, $33
|
|
byte $4B, $4B, $50, $55, $5A
|
|
byte $96, $96, $82, $82, $78
|
|
byte $08, $04, $09, $00, $00
|
|
byte $10, $14, $00, $00
|
|
byte $F0, $78, $00, $00
|
|
byte $82, $05, $0A, $0D, $0D, $00, $01, $0C, $0A, $82, $19, $0A, $0D, $0D, $00, $01
|
|
byte $1F, $0A, $42, $11, $12, $09, $02, $40, $11, $13, $09, $02, $25, $07, $0C, $04
|
|
byte $08, $0C, $FF
|
|
|
|
cave_J byte $0A, $14, $19, $3C
|
|
byte $00, $00, $00, $00, $00
|
|
byte $0C, $0C, $0C, $0C, $0C
|
|
byte $96, $82, $78, $6E, $64
|
|
byte $06, $08, $09, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $25, $0D, $03, $04, $27, $16, $54, $05, $04, $11, $03, $54, $15, $04, $11, $05
|
|
byte $80, $05, $0B, $11, $03, $08, $C2, $01, $04, $15, $11, $00, $0D, $04, $C2, $07
|
|
byte $06, $0D, $0D, $00, $0D, $06, $C2, $09, $08, $09, $09, $00, $0D, $08, $C2, $0B
|
|
byte $0A, $05, $05, $00, $0D, $0A, $82, $03, $06, $03, $0F, $08, $00, $04, $06, $54
|
|
byte $04, $10, $04, $04, $FF
|
|
|
|
cave_K byte $0B, $14, $32, $00
|
|
byte $00, $04, $66, $97, $64
|
|
byte $06, $06, $06, $06, $06
|
|
byte $78, $78, $96, $96, $F0
|
|
byte $0B, $08, $09, $00, $00
|
|
byte $00, $10, $08, $00
|
|
byte $64, $50, $02, $00
|
|
byte $42, $0A, $03, $09, $04, $42, $14, $03, $09, $04, $42, $1E, $03, $09, $04, $42
|
|
byte $09, $16, $09, $00, $42, $0C, $0F, $11, $02, $42, $05, $0B, $09, $02, $42, $0F
|
|
byte $0B, $09, $02, $42, $19, $0B, $09, $02, $42, $1C, $13, $0B, $01, $14, $04, $03
|
|
byte $14, $0E, $03, $14, $18, $03, $14, $22, $03, $14, $04, $16, $14, $23, $15, $25
|
|
byte $14, $14, $04, $26, $11, $FF
|
|
|
|
cave_L byte $0C, $14, $14, $00
|
|
byte $00, $3C, $02, $3B, $66
|
|
byte $13, $13, $0E, $10, $15
|
|
byte $B4, $AA, $A0, $A0, $A0
|
|
byte $0C, $0A, $09, $00, $00
|
|
byte $00, $10, $14, $00
|
|
byte $3C, $32, $09, $00
|
|
byte $42, $0A, $05, $12, $04, $42, $0E, $05, $12, $04, $42, $12, $05, $12, $04, $42
|
|
byte $16, $05, $12, $04, $42, $02, $06, $0B, $02, $42, $02, $0A, $0B, $02, $42, $02
|
|
byte $0E, $0F, $02, $42, $02, $12, $0B, $02, $81, $1E, $04, $04, $04, $00, $08, $20
|
|
byte $05, $81, $1E, $09, $04, $04, $00, $08, $20, $0A, $81, $1E, $0E, $04, $04, $00
|
|
byte $08, $20, $0F, $25, $03, $14, $04, $27, $16, $FF
|
|
|
|
cave_M byte $0D, $8C, $05, $08
|
|
byte $00, $01, $02, $03, $04
|
|
byte $32, $37, $3C, $46, $50
|
|
byte $A0, $9B, $96, $91, $8C
|
|
byte $06, $08, $0D, $00, $00
|
|
byte $10, $00, $00, $00
|
|
byte $28, $00, $00, $00
|
|
byte $25, $12, $03, $04, $0A, $03, $3A, $14, $03, $42, $05, $12, $1E, $02, $70, $05
|
|
byte $13, $1E, $02, $50, $05, $14, $1E, $02, $C1, $05, $15, $1E, $02, $FF
|
|
|
|
cave_N byte $0E, $14, $0A, $14
|
|
byte $00, $00, $00, $00, $00
|
|
byte $1E, $23, $28, $2A, $2D
|
|
byte $96, $91, $8C, $87, $82
|
|
byte $0C, $08, $09, $00, $00
|
|
byte $10, $00, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $81, $0A, $0A, $0D, $0D, $00, $70, $0B, $0B, $0C, $03, $C1, $0C, $0A, $03, $0D
|
|
byte $C1, $10, $0A, $03, $0D, $C1, $14, $0A, $03, $0D, $50, $16, $08, $0C, $02, $48
|
|
byte $16, $07, $0C, $02, $C1, $17, $06, $03, $04, $C1, $1B, $06, $03, $04, $C1, $1F
|
|
byte $06, $03, $04, $25, $03, $03, $04, $27, $14, $FF
|
|
|
|
cave_O byte $0F, $08, $0A, $14
|
|
byte $01, $1D, $1E, $1F, $20
|
|
byte $0F, $14, $14, $19, $1E
|
|
byte $78, $78, $78, $78, $8C
|
|
byte $08, $0E, $09, $00, $00
|
|
byte $00, $10, $08, $00
|
|
byte $64, $50, $02, $00
|
|
byte $42, $02, $04, $0A, $03, $42, $0F, $0D, $0A, $01, $41, $0C, $0E, $03, $02, $43
|
|
byte $0C, $0F, $03, $02, $04, $14, $16, $25, $14, $03, $FF
|
|
|
|
cave_P byte $10, $14, $0A, $14
|
|
byte $01, $78, $81, $7E, $7B
|
|
byte $0C, $0F, $0F, $0F, $0C
|
|
byte $96, $96, $96, $96, $96
|
|
byte $09, $0A, $09, $00, $00
|
|
byte $10, $00, $00, $00
|
|
byte $32, $00, $00, $00
|
|
byte $25, $01, $03, $04, $27, $04, $81, $08, $13, $04, $04, $00, $08, $0A, $14, $C2
|
|
byte $07, $0A, $06, $08, $43, $07, $0A, $06, $02, $81, $10, $13, $04, $04, $00, $08
|
|
byte $12, $14, $C2, $0F, $0A, $06, $08, $43, $0F, $0A, $06, $02, $81, $18, $13, $04
|
|
byte $04, $00, $08, $1A, $14, $81, $20, $13, $04, $04, $00, $08, $22, $14, $FF
|
|
|
|
inter_1 byte $11, $14, $1E, $00
|
|
byte $0A, $0B, $0C, $0D, $0E
|
|
byte $06, $06, $06, $06, $06
|
|
byte $0A, $0A, $0A, $0A, $0A
|
|
byte $0E, $02, $09, $00, $00
|
|
byte $00, $14, $00, $00
|
|
byte $FF, $09, $00, $00
|
|
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $00, $32, $0A, $0C, $10
|
|
byte $0A, $04, $01, $0A, $05, $25, $03, $05, $04, $12, $0C, $FF
|
|
|
|
inter_2 byte $12, $14, $0A, $00
|
|
byte $0A, $0B, $0C, $0D, $0E
|
|
byte $10, $10, $10, $10, $10
|
|
byte $0F, $0F, $0F, $0F, $0F
|
|
byte $06, $0F, $09, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $01, $50, $01, $03, $09
|
|
byte $03, $48, $02, $03, $08, $03, $54, $01, $05, $08, $03, $50, $01, $06, $07, $03
|
|
byte $50, $12, $03, $09, $05, $54, $12, $05, $08, $05, $50, $12, $06, $07, $05, $25
|
|
byte $01, $04, $04, $12, $04, $FF
|
|
|
|
inter_3 byte $13, $04, $0A, $00
|
|
byte $0A, $0B, $0C, $0D, $0E
|
|
byte $0E, $0E, $0E, $0E, $0E
|
|
byte $14, $14, $14, $14, $14
|
|
byte $06, $08, $09, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $00, $54, $01, $0C, $12
|
|
byte $02, $88, $0F, $09, $04, $04, $08, $25, $08, $03, $04, $12, $07, $FF
|
|
|
|
inter_4 byte $14, $03, $1E, $00
|
|
byte $00, $00, $00, $00, $00
|
|
byte $06, $06, $06, $06, $06
|
|
byte $14, $14, $14, $14, $14
|
|
byte $06, $08, $09, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $00, $00, $00, $00
|
|
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $01, $D0, $0B, $03, $03
|
|
byte $02, $80, $0B, $07, $03, $06, $00, $43, $0B, $06, $03, $02, $43, $0B, $0A, $03
|
|
byte $02, $50, $08, $07, $03, $03, $25, $03, $03, $04, $09, $0A, $FF
|
|
|
|
dat
|
|
|
|
' C64 color table approximation. Not the most accurate one, but gives the desired effect.
|
|
|
|
ctable byte $02, $06, $4B, $BC, $2B, $9C, $EB, $7D
|
|
byte $4B, $4A, $4B, $04, $04, $9D, $0B, $04
|
|
|
|
pub CreateCave(raw_cave, dest) | i, j, k, cx, cy, ci, co, dir, len
|
|
|
|
'' Create cave contents from the description array
|
|
|
|
CaveNumber := byte[raw_cave]
|
|
|
|
RandSeed1 := 0
|
|
RandSeed2 := byte[raw_cave + 4 + Level]
|
|
|
|
' Set colors
|
|
palette.byte[1] := ctable.byte[byte[raw_cave + 20]]
|
|
palette.byte[2] := ctable.byte[byte[raw_cave + 19]]
|
|
palette.byte[3] := ctable.byte[byte[raw_cave + 21] - 8]
|
|
|
|
' Place random objects
|
|
repeat cy from 1 to 21
|
|
repeat cx from 0 to 39
|
|
co := $01 ' dirt
|
|
GetRandom
|
|
repeat ci from 0 to 3
|
|
if RandSeed1 < byte[raw_cave + 28 + ci]
|
|
co := byte[raw_cave + 24 + ci]
|
|
byte[dest + cx + cy * 40] := co
|
|
|
|
' Steel bounds
|
|
repeat cx from 0 to 39
|
|
byte[dest + cx] := $07
|
|
byte[dest + cx + 21 * 40] := $07
|
|
repeat cy from 0 to 21
|
|
byte[dest + cy * 40] := $07
|
|
byte[dest + 39 + cy * 40] := $07
|
|
|
|
'Decode raw data
|
|
i := raw_cave + 32
|
|
repeat
|
|
ci := byte[i++]
|
|
cx := byte[i++]
|
|
cy := byte[i++] - 2
|
|
if ci == $FF
|
|
quit
|
|
case ci & $C0
|
|
$00:
|
|
byte[dest + cx + cy * 40] := ci & $3F
|
|
if (ci & $3F) == $25
|
|
door_x := cx
|
|
door_y := cy
|
|
$40:
|
|
len := byte[i++]
|
|
dir := byte[i++]
|
|
repeat
|
|
byte[dest + cx + cy * 40] := ci & $3F
|
|
case dir
|
|
0: --cy
|
|
1: --cy
|
|
++cx
|
|
2: ++cx
|
|
3: ++cy
|
|
++cx
|
|
4: ++cy
|
|
5: ++cy
|
|
--cx
|
|
6: --cx
|
|
7: --cy
|
|
--cx
|
|
while --len > 0
|
|
$80:
|
|
len := byte[i++] - 1 'width
|
|
dir := byte[i++] - 1 'height
|
|
co := byte[i++]
|
|
repeat j from 0 to len
|
|
byte[dest + cx + j + cy * 40] := ci & $3F
|
|
byte[dest + cx + j + (cy + dir) * 40] := ci & $3F
|
|
repeat j from 1 to dir - 1
|
|
byte[dest + cx + (cy + j) * 40] := ci & $3F
|
|
repeat k from 1 to len - 1
|
|
byte[dest + cx + k + (cy + j) * 40] := co
|
|
byte[dest + cx + len + (cy + j) * 40] := ci & $3F
|
|
$C0:
|
|
len := byte[i++] - 1 'width
|
|
dir := byte[i++] - 1 'height
|
|
repeat j from 0 to len
|
|
byte[dest + cx + j + cy * 40] := ci & $3F
|
|
byte[dest + cx + j + (cy + dir) * 40] := ci & $3F
|
|
repeat j from 0 to dir
|
|
byte[dest + cx + (cy + j) * 40] := ci & $3F
|
|
byte[dest + cx + len + (cy + j) * 40] := ci & $3F
|
|
|
|
DiamondsNeeded := byte[raw_cave + 9 + Level]
|
|
CaveTime := byte[raw_cave + 14 + Level]
|
|
MagicWallTime := byte[raw_cave + 1]
|
|
if MagicWallTime > CaveTime
|
|
AmoebaTime := CaveTime
|
|
else
|
|
AmoebaTime := CaveTime - MagicWallTime
|
|
DiamondValue := byte[raw_cave + 2]
|
|
ExtraValue := byte[raw_cave + 3]
|
|
DiamondCount := 0
|
|
|
|
pub Cover | n, cell
|
|
|
|
'' Ramdomly cover the screen with a scrolling pattern
|
|
|
|
n := 0
|
|
repeat while n <> constant(40 * 22)
|
|
cell := ||long[random_ptr] // constant(40 * 22)
|
|
if byte[cave_addr + cell] <> $3C
|
|
byte[cave_addr + cell] := $3C
|
|
++n
|
|
sn.cover_sound
|
|
waitcnt(clkfreq / 1000 + cnt)
|
|
|
|
pub Uncover | n, cell
|
|
|
|
'' Ramdomly uncover the screen
|
|
|
|
n := 0
|
|
repeat while n <> constant(40 * 22)
|
|
cell := ||long[random_ptr] // constant(40 * 22)
|
|
if byte[cave_addr + cell] == $3C
|
|
byte[cave_addr + cell] := temp_cave[cell]
|
|
++n
|
|
sn.cover_sound
|
|
waitcnt(clkfreq / 1000 + cnt)
|
|
|
|
dat
|
|
|
|
reset byte $00, $01, $02, $03, $04, $05, $06, $07
|
|
byte $08, $09, $0A, $0B, $08, $09, $0A, $0B
|
|
byte $10, $10, $12, $12, $14, $14, $16, $16
|
|
byte $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
|
|
byte $20, $21, $22, $23, $24, $25, $26, $27
|
|
byte $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
|
|
byte $30, $31, $32, $33, $30, $31, $32, $33
|
|
byte $38, $38, $3A, $3B, $3C, $3D, $3E, $3F
|
|
|
|
dirs long 1, 40, -1, -40
|
|
|
|
pub GameLoop | cx, cy, ca, cn, ob, o1, o2, ready, count, amoebas, enclosed
|
|
|
|
'' Main game loop. Everything happens here.
|
|
|
|
target := 0
|
|
count := 0 'scans before rockford is born
|
|
ready := 0
|
|
|
|
NextLife := ((Score / 500) + 1) * 500
|
|
MagicWallStatus := 0 'dormant
|
|
AmoebaStatus := 0 'growing slowly
|
|
|
|
' game loop
|
|
repeat
|
|
Alive := false
|
|
amoebas := 0
|
|
enclosed := true
|
|
repeat cy from 1 to 21
|
|
repeat cx from 0 to 39
|
|
ca := cave_addr + cx + cy * 40 'address of current object
|
|
|
|
'large case statements execute rather slowly to the point
|
|
'that the game becomes unplayable, so we have to split the
|
|
'case into sections (too bad there is no indirect function
|
|
'call in Spin)
|
|
|
|
ob := byte[ca]
|
|
if ob < $10
|
|
case ob
|
|
$04: 'out door
|
|
if target
|
|
byte[ca] := $05
|
|
$08: 'firefly facing left
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $1B)
|
|
else
|
|
if byte[ca + 40] == $00
|
|
byte[ca + 40] := $0F
|
|
byte[ca] := $00
|
|
elseif byte[ca - 1] == $00
|
|
byte[ca - 1] := $0C
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $0D
|
|
$09: 'firefly facing up
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $1B)
|
|
else
|
|
if byte[ca - 1] == $00
|
|
byte[ca - 1] := $0C
|
|
byte[ca] := $00
|
|
elseif byte[ca - 40] == $00
|
|
byte[ca - 40] := $0D
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $0E
|
|
$0A: 'firefly facing right
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $1B)
|
|
else
|
|
if byte[ca - 40] == $00
|
|
byte[ca - 40] := $0D
|
|
byte[ca] := $00
|
|
elseif byte[ca + 1] == $00
|
|
byte[ca + 1] := $0E
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $0F
|
|
$0B: 'firefly facing down
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $1B)
|
|
else
|
|
if byte[ca + 1] == $00
|
|
byte[ca + 1] := $0E
|
|
byte[ca] := $00
|
|
elseif byte[ca + 40] == $00
|
|
byte[ca + 40] := $0F
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $0C
|
|
|
|
elseif ob < $20
|
|
case ob
|
|
$10: 'boulder
|
|
case byte[ca + 40] 'check object below
|
|
$00:
|
|
'boulder can fall
|
|
byte[ca] := $00
|
|
byte[ca + 40] := $13 'falling boulder, scanned
|
|
sn.boulder_sound
|
|
$02, $10, $14: 'wall, boulder or diamond
|
|
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
|
|
'boulder can roll left
|
|
byte[ca] := $00
|
|
byte[ca - 1] := $13 'falling boulder, scanned
|
|
sn.boulder_sound
|
|
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
|
|
'boulder can roll right
|
|
byte[ca] := $00
|
|
byte[ca + 1] := $13 'falling boulder, scanned
|
|
sn.boulder_sound
|
|
$12: 'falling boulder
|
|
case byte[ca + 40] 'check object below
|
|
$00:
|
|
'boulder can continue falling
|
|
byte[ca] := $00
|
|
byte[ca + 40] := $13 'falling boulder, scanned
|
|
$03: 'magic wall
|
|
byte[ca] := $00
|
|
if MagicWallStatus < 2 'dormant or milling
|
|
if MagicWallStatus == 0
|
|
MagicWallStatus := 1
|
|
cn := st.get_time #> MagicWallTime
|
|
MagicWallTime := cn - MagicWallTime
|
|
sc.milling_on
|
|
sn.magic_wall_sound_on
|
|
if byte[ca + constant(40 * 2)] == $00
|
|
byte[ca + constant(40 * 2)] := $17 'falling diamond, scanned
|
|
sn.diamond_sound
|
|
$02, $10, $14: 'wall, boulder or diamond
|
|
'we hit something
|
|
sn.boulder_sound
|
|
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
|
|
'boulder can roll left
|
|
byte[ca] := $00
|
|
byte[ca - 1] := $13 'falling boulder, scanned
|
|
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
|
|
'boulder can roll right
|
|
byte[ca] := $00
|
|
byte[ca + 1] := $13 'falling boulder, scanned
|
|
else
|
|
'boulder came to a stop
|
|
byte[ca] := $11 'stationary boulder, scanned
|
|
$38: 'rockford?
|
|
'explode
|
|
ExplodeBelow(ca, $1B)
|
|
$08, $09, $0A, $0B: 'firefly?
|
|
ExplodeBelow(ca, $1B)
|
|
$30, $31, $32, $33: 'butterfly?
|
|
ExplodeBelow(ca, $20)
|
|
other:
|
|
'boulder came to a stop
|
|
byte[ca] := $11 'stationary boulder, scanned
|
|
sn.boulder_sound
|
|
$14: 'diamond
|
|
case byte[ca + 40] 'check object below
|
|
$00:
|
|
'diamond can fall
|
|
byte[ca] := $00
|
|
byte[ca + 40] := $17 'falling diamond, scanned
|
|
sn.diamond_sound
|
|
$02, $10, $14: 'wall, boulder or diamond
|
|
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
|
|
'diamond can roll left
|
|
byte[ca] := $00
|
|
byte[ca - 1] := $17 'falling diamond, scanned
|
|
sn.diamond_sound
|
|
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
|
|
'diamond can roll right
|
|
byte[ca] := $00
|
|
byte[ca + 1] := $17 'falling diamond, scanned
|
|
sn.diamond_sound
|
|
$16: 'falling diamond
|
|
case byte[ca + 40] 'check object below
|
|
$00:
|
|
'diamond can continue falling
|
|
byte[ca] := $00
|
|
byte[ca + 40] := $17 'falling diamond, scanned
|
|
$03: 'magic wall
|
|
byte[ca] := $00
|
|
if MagicWallStatus < 2 'dormant or milling
|
|
if MagicWallStatus == 0
|
|
MagicWallStatus := 1
|
|
cn := st.get_time #> MagicWallTime
|
|
MagicWallTime := cn - MagicWallTime
|
|
sc.milling_on
|
|
sn.magic_wall_sound_on
|
|
if byte[ca + constant(40 * 2)] == $00
|
|
byte[ca + constant(40 * 2)] := $13 'falling boulder, scanned
|
|
sn.boulder_sound
|
|
$02, $10, $14: 'wall, boulder or diamond
|
|
'we hit something
|
|
sn.diamond_sound
|
|
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
|
|
'diamond can roll left
|
|
byte[ca] := $00
|
|
byte[ca - 1] := $17 'falling diamond, scanned
|
|
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
|
|
'diamond can roll right
|
|
byte[ca] := $00
|
|
byte[ca + 1] := $17 'falling diamond, scanned
|
|
else
|
|
'diamond came to a stop
|
|
byte[ca] := $15 'stationary diamond, scanned
|
|
$38: 'rockford?
|
|
'explode
|
|
ExplodeBelow(ca, $1B)
|
|
$08, $09, $0A, $0B: 'firefly
|
|
ExplodeBelow(ca, $1B)
|
|
$30, $31, $32, $33: 'butterfly
|
|
ExplodeBelow(ca, $20)
|
|
other:
|
|
'diamond came to a stop
|
|
byte[ca] := $15 'stationary diamond, scanned
|
|
sn.diamond_sound
|
|
$1B, $1C, $1D, $1E: 'explosion stages
|
|
byte[ca]++
|
|
$1F: 'explosion to space, final stage
|
|
byte[ca] := $00
|
|
|
|
elseif ob < $30
|
|
case ob
|
|
$20, $21, $22, $23: 'explosion stages
|
|
byte[ca]++
|
|
$24: 'explosion to diamonds, final stage
|
|
byte[ca] := $15
|
|
$25: 'inbox
|
|
Alive := true
|
|
if count++ == 20
|
|
byte[ca] := $26
|
|
sn.crack_sound
|
|
$26, $27:
|
|
Alive := true
|
|
byte[ca]++
|
|
$28:
|
|
Alive := true
|
|
byte[ca] := $38 'rockford is born
|
|
sc.rockford_reset
|
|
st.set_time(CaveTime)
|
|
st.set_mode(st#STATUS_GAME)
|
|
ready := 1
|
|
|
|
elseif ob < $40
|
|
case ob
|
|
$30: 'butterfly facing down
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $20)
|
|
else
|
|
if byte[ca - 1] == $00
|
|
byte[ca - 1] := $35
|
|
byte[ca] := $00
|
|
elseif byte[ca + 40] == $00
|
|
byte[ca + 40] := $34
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $37
|
|
$31: 'butterfly facing left
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $20)
|
|
else
|
|
if byte[ca - 40] == $00
|
|
byte[ca - 40] := $36
|
|
byte[ca] := $00
|
|
elseif byte[ca - 1] == $00
|
|
byte[ca - 1] := $35
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $34
|
|
$32: 'butterfly facing up
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $20)
|
|
else
|
|
if byte[ca + 1] == $00
|
|
byte[ca + 1] := $37
|
|
byte[ca] := $00
|
|
elseif byte[ca - 40] == $00
|
|
byte[ca - 40] := $36
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $35
|
|
$33: 'butterfly facing right
|
|
if CheckAround(ca)
|
|
ExplodeCenter(ca, $20)
|
|
else
|
|
if byte[ca + 40] == $00
|
|
byte[ca + 40] := $34
|
|
byte[ca] := $00
|
|
elseif byte[ca + 1] == $00
|
|
byte[ca + 1] := $37
|
|
byte[ca] := $00
|
|
else
|
|
byte[ca] := $36
|
|
|
|
$38: 'rockford
|
|
Alive := true
|
|
nes := read_input
|
|
cn := 0
|
|
if nes
|
|
if nes & GP_RIGHT
|
|
last_dir := 1
|
|
sc.rockford_go(last_dir)
|
|
cn := ca + 1
|
|
elseif nes & GP_LEFT
|
|
last_dir := -1
|
|
sc.rockford_go(last_dir)
|
|
cn := ca - 1
|
|
elseif nes & GP_UP
|
|
sc.rockford_go(last_dir)
|
|
cn := ca - 40
|
|
elseif nes & GP_DOWN
|
|
sc.rockford_go(last_dir)
|
|
cn := ca + 40
|
|
|
|
if cn
|
|
if nes & GP_SELECT
|
|
o1 := $39
|
|
o2 := $00
|
|
else
|
|
o1 := $00
|
|
o2 := $39
|
|
case byte[cn]
|
|
$00, $01: 'empty or dirt
|
|
sn.moving_sound(byte[cn])
|
|
byte[ca] := o1
|
|
byte[cn] := o2
|
|
$05: 'out door
|
|
sn.magic_wall_sound_off
|
|
sn.amoeba_sound_off
|
|
byte[ca] := o1
|
|
byte[cn] := o2
|
|
AddBonusPoints
|
|
waitcnt(clkfreq + cnt) '1 second delay
|
|
return true 'means cave succesfully completed
|
|
$10, $11: 'boulder, stationary
|
|
if (nes & GP_RIGHT) and (byte[cn + 1] == $00) and ((long[random_ptr] & $03) == 0)
|
|
'boulder can be pushed
|
|
byte[cn + 1] := byte[cn]
|
|
byte[ca] := o1
|
|
byte[cn] := o2
|
|
sn.boulder_sound
|
|
elseif (nes & GP_LEFT) and (byte[cn - 1] == $00) and ((long[random_ptr] & $03) == 0)
|
|
'boulder can be pushed
|
|
byte[cn - 1] := byte[cn]
|
|
byte[ca] := o1
|
|
byte[cn] := o2
|
|
sn.boulder_sound
|
|
$14, $15, $16, $17: 'diamond
|
|
byte[ca] := o1
|
|
byte[cn] := o2
|
|
sn.pick_sound
|
|
st.set_diamond_count(++DiamondCount)
|
|
IncrementScore(DiamondValue)
|
|
if DiamondCount == DiamondsNeeded and not target
|
|
'flash screen when target is reached
|
|
sc.flash
|
|
sn.crack_sound
|
|
DiamondValue := ExtraValue
|
|
st.set_diamond_value(DiamondValue)
|
|
target := 1
|
|
|
|
else
|
|
sc.rockford_go(0)
|
|
|
|
'screen may need scrolling
|
|
if CaveNumber > 16
|
|
'do not scroll intermission caves
|
|
sx := 0
|
|
sy := 0
|
|
else
|
|
if cx - sx > constant(20 - 6)
|
|
sx += constant(10 - 5)
|
|
sx <#= constant(40 - 20)
|
|
elseif cx - sx < 5
|
|
sx -= constant(10 - 5)
|
|
sx #>= 0
|
|
if cy - sy > screen_height - 4
|
|
sy += screen_height / 2 - 3
|
|
sy <#= 22 - screen_height
|
|
elseif cy - sy < 3
|
|
sy -= screen_height / 2 - 3
|
|
sy #>= 0
|
|
sc.scroll_to(sx * 8, sy * 16)
|
|
|
|
$3A: 'amoeba
|
|
if ready
|
|
sn.amoeba_sound_on
|
|
if AmoebaStatus == 2
|
|
'turn into stone
|
|
byte[ca] := $10 'stationary boulder
|
|
elseif AmoebaStatus == 3
|
|
'turn into diamond
|
|
byte[ca] := $14 'stationary diamond
|
|
else
|
|
++amoebas
|
|
if enclosed
|
|
enclosed := CheckEnclosed(ca)
|
|
cn := long[random_ptr]
|
|
if AmoebaStatus == 0
|
|
cn &= $7F
|
|
else
|
|
cn &= $0F
|
|
if cn =< 3
|
|
cn := ca + dirs[cn & $03]
|
|
ob := byte[cn]
|
|
if ob == $00 or ob == $01
|
|
byte[cn] := $3A
|
|
|
|
'reset scanned flag
|
|
cn := ca - constant(40 + 1)
|
|
byte[cn] := reset.byte[byte[cn]]
|
|
|
|
if MagicWallStatus == 1
|
|
if st.get_time < MagicWallTime
|
|
MagicWallStatus := 2 'expired
|
|
sc.milling_off
|
|
sn.magic_wall_sound_off
|
|
|
|
if AmoebaStatus == 0
|
|
if st.get_time < AmoebaTime
|
|
AmoebaStatus := 1 'growing fast
|
|
if amoebas > 200
|
|
AmoebaStatus := 2 'grew too big, turn into stones
|
|
elseif enclosed
|
|
AmoebaStatus := 3 'fully enclosed, turn into diamonds
|
|
if amoebas == 0
|
|
sn.amoeba_sound_off
|
|
|
|
if demo_ptr
|
|
nes := 0
|
|
else
|
|
nes := read_input
|
|
if nes & GP_A
|
|
st.set_time(0) 'stop the time
|
|
sn.magic_wall_sound_off
|
|
sn.amoeba_sound_off
|
|
return false 'not completed, restart the same level
|
|
|
|
elseif nes & GP_B
|
|
'pause game
|
|
st.set_mode(st#STATUS_PAUSE)
|
|
repeat while nes & GP_B
|
|
nes := read_input
|
|
repeat while (nes & GP_B) == 0
|
|
nes := read_input
|
|
if ready
|
|
st.set_mode(st#STATUS_GAME)
|
|
else
|
|
st.set_mode(st#STATUS_PRE)
|
|
repeat while nes & GP_B
|
|
nes := read_input
|
|
|
|
elseif (nes & GP_SELECT) and (nes & GP_START)
|
|
st.set_time(0)
|
|
sn.magic_wall_sound_off
|
|
sn.amoeba_sound_off
|
|
return true '*cheat* go to the next level
|
|
|
|
cn := st.get_time
|
|
if cn < 10
|
|
sn.time_ending_sound(cn)
|
|
|
|
if ready and (cn == 0)
|
|
'out of time
|
|
sn.magic_wall_sound_off
|
|
sn.amoeba_sound_off
|
|
st.set_mode(st#STATUS_OUT_OF_TIME)
|
|
count := 60 * 60 'approx 1 minute
|
|
repeat while count > 0
|
|
repeat while vsync == 0
|
|
repeat while vsync <> 0
|
|
--count
|
|
nes := read_input
|
|
if nes & GP_A
|
|
return false 'not completed, restart the same level
|
|
elseif (nes & GP_SELECT) and (nes & GP_START)
|
|
return true '*cheat* go to the next level
|
|
return false
|
|
|
|
if Level < 2
|
|
waitcnt(clkfreq / 50 + cnt)
|
|
|
|
pub ExplodeBelow(cell, towhat)
|
|
if byte[cell - 1] <> $07
|
|
byte[cell - 1] := towhat + 1
|
|
if byte[cell] <> $07
|
|
byte[cell] := towhat + 1
|
|
if byte[cell + 1] <> $07
|
|
byte[cell + 1] := towhat
|
|
if byte[cell + constant(40 - 1)] <> $07
|
|
byte[cell + constant(40 - 1)] := towhat
|
|
if byte[cell + 40] <> $07
|
|
byte[cell + 40] := towhat
|
|
if byte[cell + constant(40 + 1)] <> $07
|
|
byte[cell + constant(40 + 1)] := towhat
|
|
if byte[cell + constant(40 * 2 - 1)] <> $07
|
|
byte[cell + constant(40 * 2 - 1)] := towhat
|
|
if byte[cell + constant(40 * 2)] <> $07
|
|
byte[cell + constant(40 * 2)] := towhat
|
|
if byte[cell + constant(40 * 2 + 1)] <> $07
|
|
byte[cell + constant(40 * 2 + 1)] := towhat
|
|
sn.explosion_sound
|
|
|
|
pub ExplodeCenter(cell, towhat)
|
|
if byte[cell - constant(40 + 1)] <> $07
|
|
byte[cell - constant(40 + 1)] := towhat + 1
|
|
if byte[cell - 40] <> $07
|
|
byte[cell - 40] := towhat + 1
|
|
if byte[cell - constant(40 - 1)] <> $07
|
|
byte[cell - constant(40 - 1)] := towhat + 1
|
|
if byte[cell - 1] <> $07
|
|
byte[cell - 1] := towhat + 1
|
|
if byte[cell] <> $07
|
|
byte[cell] := towhat + 1
|
|
if byte[cell + 1] <> $07
|
|
byte[cell + 1] := towhat
|
|
if byte[cell + constant(40 - 1)] <> $07
|
|
byte[cell + constant(40 - 1)] := towhat
|
|
if byte[cell + 40] <> $07
|
|
byte[cell + 40] := towhat
|
|
if byte[cell + constant(40 + 1)] <> $07
|
|
byte[cell + constant(40 + 1)] := towhat
|
|
sn.explosion_sound
|
|
|
|
pub CheckAround(cell) | ob
|
|
ob := byte[cell - 40]
|
|
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
|
|
return true
|
|
ob := byte[cell - 1]
|
|
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
|
|
return true
|
|
ob := byte[cell + 1]
|
|
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
|
|
return true
|
|
ob := byte[cell + 40]
|
|
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
|
|
return true
|
|
return false
|
|
|
|
pub CheckEnclosed(cell) | ob, i
|
|
repeat i from 0 to 3
|
|
ob := byte[cell + dirs[i]]
|
|
if ob == $00 or ob == $01
|
|
return false
|
|
return true
|
|
|
|
pub IncrementScore(amount)
|
|
Score += amount
|
|
st.set_score(Score)
|
|
if Score => NextLife and Men < 9
|
|
++Men
|
|
sc.new_life
|
|
NextLife += 500
|
|
|
|
pub AddBonusPoints | i, j
|
|
|
|
i := j := st.get_time
|
|
repeat while i > 0
|
|
st.set_time(--i)
|
|
IncrementScore(Level + 1)
|
|
if i < 10
|
|
sn.time_ending_sound(i)
|
|
waitcnt(clkfreq / 32 + cnt)
|
|
else
|
|
sn.bonus_point_sound(j - i)
|
|
|
|
dat
|
|
|
|
long 0 'align
|
|
|
|
' screen array
|
|
screen byte $00[40*28]
|
|
|
|
' color index 3 1 2 0
|
|
palette long $06_6B_04_02
|
|
|
|
' -x- -y-
|
|
scroll long $0000_0000
|
|
|
|
status long 1 'set this to 1 to show the status line at the top
|
|
|
|
' status line
|
|
byte $90[20]
|
|
|
|
' foreground color for status line characters
|
|
byte $06[20]
|
|
|
|
' tiles
|
|
tiles word %%0_0_0_0_0_0_0_0 ' $00 space
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
|
|
word %%0_0_1_0_0_1_0_1 ' $01 dirt
|
|
word %%1_1_0_0_1_0_0_1
|
|
word %%0_1_2_1_0_1_2_0
|
|
word %%1_1_0_1_1_1_0_1
|
|
word %%1_0_1_1_1_0_1_1
|
|
word %%0_2_1_0_1_2_1_0
|
|
word %%2_1_1_2_2_0_1_1
|
|
word %%1_0_1_1_1_1_2_0
|
|
word %%0_1_1_1_2_1_1_1
|
|
word %%1_2_0_1_1_1_2_0
|
|
word %%1_2_1_0_2_1_0_1
|
|
word %%0_2_1_1_0_1_2_1
|
|
word %%1_0_1_0_1_0_1_0
|
|
word %%1_1_0_0_1_1_0_1
|
|
word %%1_0_1_2_0_1_0_0
|
|
word %%0_1_0_0_1_0_1_0
|
|
|
|
word %%0_3_3_3_0_3_3_3 ' $02 brick wall
|
|
word %%0_2_3_3_0_2_3_3
|
|
word %%0_2_2_2_0_2_2_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%3_3_0_3_3_3_0_3
|
|
word %%3_3_0_2_3_3_0_2
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_3_3_3_0_3_3_3
|
|
word %%0_2_3_3_0_2_3_3
|
|
word %%0_2_2_2_0_2_2_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%3_3_0_3_3_3_0_3
|
|
word %%3_3_0_2_3_3_0_2
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
|
|
word %%0_3_3_3_0_3_3_3 ' $03 magic wall
|
|
word %%0_2_3_3_0_2_2_2
|
|
word %%0_2_2_2_0_2_2_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%3_3_0_3_3_3_0_3
|
|
word %%3_3_0_2_3_3_0_3
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_3_3_3_0_3_3_3
|
|
word %%0_2_3_3_0_2_3_3
|
|
word %%0_2_2_2_0_2_2_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%3_3_0_3_3_3_0_3
|
|
word %%3_3_0_2_3_3_0_2
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%0_0_0_0_0_0_0_0
|
|
|
|
word %%2_2_2_2_2_2_2_2 ' $04 out door (invisible)
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_0_0_2_2_0_0_2
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%2_3_0_2_2_3_0_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_0_0_2_2_0_0_2
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%2_3_0_2_2_3_0_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $05 out door (flashing)
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $06
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
|
|
word %%2_2_2_2_2_2_2_2 ' $07 steel wall
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_0_0_2_2_0_0_2
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%2_3_0_2_2_3_0_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_0_0_2_2_0_0_2
|
|
word %%2_2_0_2_2_2_0_2
|
|
word %%2_3_0_2_2_3_0_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
word %%2_2_2_2_2_2_2_2
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $08
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $09
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $0A
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $0B
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $0C
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $0D
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $0E
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $0F
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_3_3_3_0_0_0 ' $10 boulder stationary
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word %%0_3_2_3_1_3_0_0
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word %%3_1_3_2_3_3_3_0
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word %%2_3_1_2_1_3_3_3
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word %%2_2_2_1_2_3_3_3
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word %%2_1_2_2_2_1_2_3
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word %%2_2_1_1_2_2_3_3
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word %%2_2_2_2_2_1_2_3
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word %%2_0_2_2_2_2_2_1
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word %%2_2_0_2_2_1_2_1
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word %%2_0_2_2_2_2_2_2
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word %%2_2_0_2_2_2_2_2
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word %%2_2_2_0_2_2_2_0
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word %%0_2_2_2_2_2_2_0
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word %%0_0_2_0_1_2_0_0
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word %%0_0_0_2_2_0_0_0
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word %%0_0_3_3_3_0_0_0 ' $11 boulder stationary, scanned this frame
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word %%0_3_2_3_1_3_0_0
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word %%3_1_3_2_3_3_3_0
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word %%2_3_1_2_1_3_3_3
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word %%2_2_2_1_2_3_3_3
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word %%2_1_2_2_2_1_2_3
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word %%2_2_1_1_2_2_3_3
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word %%2_2_2_2_2_1_2_3
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word %%2_0_2_2_2_2_2_1
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word %%2_2_0_2_2_1_2_1
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word %%2_0_2_2_2_2_2_2
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word %%2_2_0_2_2_2_2_2
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word %%2_2_2_0_2_2_2_0
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word %%0_2_2_2_2_2_2_0
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word %%0_0_2_0_1_2_0_0
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word %%0_0_0_2_2_0_0_0
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word %%0_0_3_3_3_0_0_0 ' $12 boulder falling
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word %%0_3_2_3_1_3_0_0
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word %%3_1_3_2_3_3_3_0
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word %%2_3_1_2_1_3_3_3
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word %%2_2_2_1_2_3_3_3
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word %%2_1_2_2_2_1_2_3
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word %%2_2_1_1_2_2_3_3
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word %%2_2_2_2_2_1_2_3
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word %%2_0_2_2_2_2_2_1
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word %%2_2_0_2_2_1_2_1
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word %%2_0_2_2_2_2_2_2
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word %%2_2_0_2_2_2_2_2
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word %%2_2_2_0_2_2_2_0
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word %%0_2_2_2_2_2_2_0
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word %%0_0_2_0_1_2_0_0
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word %%0_0_0_2_2_0_0_0
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word %%0_0_3_3_3_0_0_0 ' $13 boulder falling, scanned this frame
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word %%0_3_2_3_1_3_0_0
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word %%3_1_3_2_3_3_3_0
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word %%2_3_1_2_1_3_3_3
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word %%2_2_2_1_2_3_3_3
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word %%2_1_2_2_2_1_2_3
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word %%2_2_1_1_2_2_3_3
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word %%2_2_2_2_2_1_2_3
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word %%2_0_2_2_2_2_2_1
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word %%2_2_0_2_2_1_2_1
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word %%2_0_2_2_2_2_2_2
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word %%2_2_0_2_2_2_2_2
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word %%2_2_2_0_2_2_2_0
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word %%0_2_2_2_2_2_2_0
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word %%0_0_2_0_1_2_0_0
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word %%0_0_0_2_2_0_0_0
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word %%0_0_0_2_3_0_0_0 ' $14 diamond stationary
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word %%0_0_0_1_2_0_0_0
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word %%0_0_2_3_3_3_0_0
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word %%0_0_1_3_3_2_0_0
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word %%0_2_2_2_2_2_3_0
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word %%0_1_1_1_1_1_2_0
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word %%2_0_0_0_0_0_0_3
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word %%1_0_0_0_0_0_0_2
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word %%2_1_1_1_1_1_1_3
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word %%1_2_2_2_2_2_2_2
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word %%0_2_3_3_3_3_3_0
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word %%0_1_3_3_3_3_2_0
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word %%0_0_2_1_1_3_0_0
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word %%0_0_1_1_1_2_0_0
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word %%0_0_0_1_2_0_0_0
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word %%0_0_0_1_1_0_0_0
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word %%0_0_0_2_3_0_0_0 ' $15 diamond stationary, scanned
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word %%0_0_0_1_2_0_0_0
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word %%0_0_2_3_3_3_0_0
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word %%0_0_1_3_3_2_0_0
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word %%0_2_2_2_2_2_3_0
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word %%0_1_1_1_1_1_2_0
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word %%2_0_0_0_0_0_0_3
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word %%1_0_0_0_0_0_0_2
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word %%2_1_1_1_1_1_1_3
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word %%1_2_2_2_2_2_2_2
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word %%0_2_3_3_3_3_3_0
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word %%0_1_3_3_3_3_2_0
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word %%0_0_2_1_1_3_0_0
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word %%0_0_1_1_1_2_0_0
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word %%0_0_0_1_2_0_0_0
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word %%0_0_0_1_1_0_0_0
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word %%0_0_0_2_3_0_0_0 ' $16 diamond falling
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word %%0_0_0_1_2_0_0_0
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word %%0_0_2_3_3_3_0_0
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word %%0_0_1_3_3_2_0_0
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word %%0_2_2_2_2_2_3_0
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word %%0_1_1_1_1_1_2_0
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word %%2_0_0_0_0_0_0_3
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word %%1_0_0_0_0_0_0_2
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word %%2_1_1_1_1_1_1_3
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word %%1_2_2_2_2_2_2_2
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word %%0_2_3_3_3_3_3_0
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word %%0_1_3_3_3_3_2_0
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word %%0_0_2_1_1_3_0_0
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word %%0_0_1_1_1_2_0_0
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word %%0_0_0_1_2_0_0_0
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word %%0_0_0_1_1_0_0_0
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word %%0_0_0_2_3_0_0_0 ' $17 diamond falling, scanned
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word %%0_0_0_1_2_0_0_0
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word %%0_0_2_3_3_3_0_0
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word %%0_0_1_3_3_2_0_0
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word %%0_2_2_2_2_2_3_0
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word %%0_1_1_1_1_1_2_0
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word %%2_0_0_0_0_0_0_3
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word %%1_0_0_0_0_0_0_2
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word %%2_1_1_1_1_1_1_3
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word %%1_2_2_2_2_2_2_2
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word %%0_2_3_3_3_3_3_0
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word %%0_1_3_3_3_3_2_0
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word %%0_0_2_1_1_3_0_0
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word %%0_0_1_1_1_2_0_0
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word %%0_0_0_1_2_0_0_0
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word %%0_0_0_1_1_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $18
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $19
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $1A
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $1B explode to space frame 1
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_3_0_0
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word %%0_0_3_0_0_0_0_0
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word %%0_3_0_0_3_0_0_0
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word %%0_0_0_3_0_0_3_0
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word %%0_0_0_0_3_0_0_0
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word %%0_0_3_0_0_0_0_0
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word %%0_3_0_0_0_3_0_0
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word %%0_0_0_3_3_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $1C explode to space frame 2
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_3_0_0
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word %%0_0_0_3_0_1_0_0
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word %%0_3_1_0_0_0_3_0
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word %%0_0_0_0_0_0_0_0 ' $1D explode to space frame 3
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word %%0_0_0_0_0_0_0_0 ' $1E explode to space frame 4, same as frame 2
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word %%0_0_0_0_0_0_0_0 ' $1F explode to space frame 5, same as frame 1
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word %%0_0_0_0_0_0_0_0 ' $20 explode to diamond frame 1
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word %%0_0_0_0_3_0_0_0 ' $21 explode to diamond frame 2
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word %%0_0_0_1_1_0_0_0 ' $22 explode to diamond frame 3
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word %%0_0_0_1_1_0_0_0 ' $23 explode to diamond frame 4
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word %%0_0_0_1_1_0_0_0 ' $24 explode to diamond frame 5
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word %%2_2_2_2_2_2_2_2 ' $25 inbox, flashing
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word %%0_0_0_0_0_0_0_0 ' $26 inbox morphing into rockford, same as explode to space frame 1
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word %%0_0_0_0_0_0_0_0 ' $27 inbox morphing into rockford, same as explode to space frame 2
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word %%0_0_0_0_0_0_0_0 ' $28 inbox morphing into rockford, same as explode to space frame 3
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word %%0_0_0_0_0_0_0_0 ' $2E
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word %%0_0_0_0_0_0_0_0 ' $30
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $31
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $32
|
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0 ' $33
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
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word %%0_0_0_0_0_0_0_0 ' $34
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
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word %%0_0_0_0_0_0_0_0 ' $35
|
|
word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
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word %%0_0_0_0_0_0_0_0 ' $36
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
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word %%0_0_0_0_0_0_0_0 ' $37
|
|
word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0 ' $38 rockford
|
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word %%0_0_2_0_0_2_0_0
|
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word %%0_0_2_2_2_2_0_0
|
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word %%0_2_0_2_2_0_2_0
|
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word %%0_2_0_2_2_0_2_0
|
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word %%0_0_2_2_2_2_0_0
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word %%0_0_0_2_2_0_0_0
|
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word %%0_0_2_2_2_2_0_0
|
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word %%0_2_0_3_3_0_2_0
|
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word %%0_0_3_2_2_3_0_0
|
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word %%0_0_0_3_3_0_0_0
|
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word %%0_0_0_2_2_0_0_0
|
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word %%0_0_1_3_3_1_0_0
|
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word %%0_0_1_0_0_1_0_0
|
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word %%0_0_1_0_0_1_0_0
|
|
word %%0_3_3_0_0_3_3_0
|
|
|
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word %%0_0_0_0_0_0_0_0 ' $39
|
|
word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
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word %%0_0_0_0_0_0_0_0 ' $3A
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
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word %%0_0_0_0_0_0_0_0 ' $3B
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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|
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word %%2_2_2_2_2_2_2_2 ' $3C
|
|
word %%2_2_2_2_2_2_2_2
|
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word %%2_0_0_2_2_0_0_2
|
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word %%2_2_0_2_2_2_0_2
|
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word %%2_3_0_2_2_3_0_2
|
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word %%2_2_2_2_2_2_2_2
|
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word %%2_2_2_2_2_2_2_2
|
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word %%2_2_2_2_2_2_2_2
|
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word %%2_2_2_2_2_2_2_2
|
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word %%2_2_2_2_2_2_2_2
|
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word %%2_0_0_2_2_0_0_2
|
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word %%2_2_0_2_2_2_0_2
|
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word %%2_3_0_2_2_3_0_2
|
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word %%2_2_2_2_2_2_2_2
|
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word %%2_2_2_2_2_2_2_2
|
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word %%2_2_2_2_2_2_2_2
|
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|
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word %%0_0_0_0_0_0_0_0 ' $3D
|
|
word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
|
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word %%0_0_0_0_0_0_0_0 ' $3E
|
|
word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
|
word %%0_0_0_0_0_0_0_0
|
|
|
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word %%0_0_0_0_0_0_0_0 ' $3F
|
|
word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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|
|
' chargen
|
|
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word %%0_0_0_0_0_0_0_0 ' $80 '0'
|
|
word %%0_3_3_3_3_3_0_0
|
|
word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_3_3_3_3_0
|
|
word %%0_3_3_3_3_3_0_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $81 '1'
|
|
word %%0_0_0_3_3_0_0_0
|
|
word %%0_0_3_3_3_0_0_0
|
|
word %%0_0_3_3_3_0_0_0
|
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word %%0_0_0_3_3_0_0_0
|
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word %%0_0_0_3_3_0_0_0
|
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word %%0_3_3_3_3_3_3_0
|
|
word %%0_3_3_3_3_3_3_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $82 '2'
|
|
word %%0_3_3_3_3_3_0_0
|
|
word %%3_3_0_0_3_3_3_0
|
|
word %%0_0_0_3_3_3_0_0
|
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word %%0_0_3_3_3_0_0_0
|
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word %%0_3_3_3_0_0_0_0
|
|
word %%3_3_3_3_3_3_3_0
|
|
word %%3_3_3_3_3_3_3_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $83
|
|
word %%0_3_3_3_3_3_3_0
|
|
word %%0_0_0_0_3_3_0_0
|
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word %%0_0_0_3_3_0_0_0
|
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word %%0_0_0_0_3_3_0_0
|
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word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_3_3_3_3_0
|
|
word %%0_3_3_3_3_3_0_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $84
|
|
word %%3_3_0_0_0_0_0_0
|
|
word %%3_3_0_0_0_0_0_0
|
|
word %%3_3_0_3_3_3_0_0
|
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word %%3_3_3_3_3_3_3_0
|
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word %%0_0_0_3_3_3_0_0
|
|
word %%0_0_0_3_3_3_0_0
|
|
word %%0_0_0_3_3_3_0_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $85
|
|
word %%3_3_3_3_3_3_3_0
|
|
word %%3_3_3_0_0_0_0_0
|
|
word %%3_3_3_3_3_3_0_0
|
|
word %%0_0_0_0_0_3_3_0
|
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word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_3_3_3_3_0
|
|
word %%0_3_3_3_3_3_0_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $86
|
|
word %%0_3_3_3_3_3_0_0
|
|
word %%3_3_3_0_0_0_0_0
|
|
word %%3_3_3_3_3_3_0_0
|
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word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_0_0_3_3_0
|
|
word %%3_3_3_3_3_3_3_0
|
|
word %%0_3_3_3_3_3_0_0
|
|
|
|
word %%0_0_0_0_0_0_0_0 ' $87
|
|
word %%3_3_3_3_3_3_3_0
|
|
word %%3_0_0_0_3_3_3_0
|
|
word %%0_0_0_3_3_3_0_0
|
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word %%0_0_3_3_3_0_0_0
|
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word %%0_3_3_3_0_0_0_0
|
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word %%3_3_3_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0 ' $88
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word %%0_0_0_0_0_0_0_0 ' $89
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word %%0_0_0_0_0_0_0_0 ' $8A ':'
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word %%0_0_0_0_0_0_0_0 ' $8B ';'
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word %%0_0_0_0_0_0_0_0 ' $8C '/'
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word %%0_0_0_0_0_0_0_0 ' $8D
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word %%0_0_0_0_0_0_0_0 ' $8E
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word %%0_0_0_0_0_0_0_0 ' $8F
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word %%0_0_0_0_0_0_0_0 ' $90 space
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word %%0_0_0_0_0_0_0_0 ' $91 'A'
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word %%0_0_0_0_0_0_0_0 ' $92
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word %%0_0_0_0_0_0_0_0 ' $93
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word %%0_0_0_0_0_0_0_0 ' $94
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word %%0_0_0_0_0_0_0_0 ' $95
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word %%0_0_0_0_0_0_0_0 ' $96
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word %%0_0_0_0_0_0_0_0 ' $97
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word %%0_0_0_0_0_0_0_0 ' $98
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word %%0_0_0_0_0_0_0_0 ' $99
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word %%0_0_0_0_0_0_0_0 ' $9A
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word %%0_0_0_0_0_0_0_0 ' $9B
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word %%0_0_0_0_0_0_0_0 ' $9C
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word %%0_0_0_0_0_0_0_0 ' $9D
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word %%0_0_0_0_0_0_0_0 ' $9E
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word %%0_0_0_0_0_0_0_0 ' $9F
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word %%0_0_0_0_0_0_0_0 ' $A0
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word %%0_0_0_0_0_0_0_0 ' $AF ','
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_3_3_0_0_0
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word %%1_3_2_2_1_3_2_2 ' $B0 scrolling bgnd of the title screen
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word %%2_2_1_3_2_2_1_3
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word %%2_2_1_2_2_2_1_2
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word %%2_2_0_1_2_2_0_1
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word %%2_2_2_2_2_2_2_2
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word %%3_3_3_3_3_3_3_3 ' $B1
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word %%3_3_3_3_3_3_3_3
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word %%1_2_3_3_3_3_3_3 ' $B2
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word %%3_3_3_3_0_0_0_0 ' $B3
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word %%3_3_3_3_3_0_0_0
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word %%3_3_3_3_3_3_0_0
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word %%3_3_3_3_3_3_3_0
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word %%3_3_3_3_3_3_3_3
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word %%3_3_3_3_3_3_3_3 ' $B4
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word %%3_3_3_3_3_3_3_0
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word %%3_3_3_3_0_0_0_0 ' $B5
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word %%3_3_3_3_0_0_0_0
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word %%0_0_0_0_3_3_3_3 ' $B6
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word %%0_0_0_0_0_0_0_0 ' $B7
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word %%3_3_3_3_0_0_0_0 ' $B8
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word %%1_2_3_3_0_0_0_0 ' $B9
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word %%1_2_3_3_0_0_0_0
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word %%1_2_3_3_0_0_0_0
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word %%0_0_0_0_1_2_3_3 ' $BA
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3 ' $BB
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word %%0_0_0_0_1_2_2_2
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word %%0_0_0_0_1_2_3_2
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word %%3_3_3_3_3_3_3_3 ' $BC
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word %%2_3_2_3_3_3_2_3
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word %%3_3_3_3_3_3_3_3
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word %%3_3_3_3_0_0_0_0 ' $BD
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word %%3_3_3_3_3_0_0_0
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word %%3_3_3_3_3_3_3_3
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word %%3_3_3_3_3_3_3_3 ' $BE
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word %%3_3_3_3_3_3_3_0
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word %%3_3_3_3_3_3_0_0
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word %%3_3_3_3_3_0_0_0
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word %%3_3_3_3_0_0_0_0 ' $BF
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%0_0_0_0_3_3_3_3 ' $C0
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word %%0_0_0_0_3_3_3_3
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word %%0_0_0_0_3_3_3_3
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word %%0_0_0_0_3_3_3_3
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word %%0_0_0_0_0_0_0_0 ' $C1
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word %%3_0_0_0_0_0_0_0
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word %%3_3_0_0_0_0_0_0
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word %%3_3_3_0_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0 ' $C2
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_3_0_0_0_0
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word %%3_3_3_0_0_0_0_0
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word %%3_3_0_0_0_0_0_0
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word %%3_0_0_0_0_0_0_0
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word %%1_2_3_3_0_0_0_0 ' $C3
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word %%1_2_3_3_0_0_0_0
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word %%1_2_3_3_0_0_0_0
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word %%1_2_3_3_0_0_0_0
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word %%1_2_3_3_0_0_0_0
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word %%1_2_3_3_0_0_0_0
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word %%1_2_3_3_0_0_0_0
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word %%1_2_3_3_0_0_0_0
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word %%0_0_0_0_1_2_3_3 ' $C4
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_1_2_3_3 ' $C5
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word %%0_0_0_0_1_2_2_2
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word %%0_0_0_0_1_2_2_2
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word %%0_0_0_0_1_2_3_2
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word %%0_0_0_0_1_2_3_2
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word %%0_0_0_0_1_2_3_2
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word %%0_0_0_0_1_2_3_2
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word %%0_0_0_0_1_2_3_3
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word %%0_0_0_0_0_0_0_0 ' $C6 unused... padding for second chargen (see below)
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $C7
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $C8
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word %%0_0_0_0_0_0_0_0 ' $C9
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $CA
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $CB
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $CC
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $CD
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $CE
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $CF
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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word %%0_0_0_0_0_0_0_0
|
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|
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' this is basically the same character generator, but using
|
|
' a different color (I need this for the title screen). Either
|
|
' this, or separate color attributes for each cell of the
|
|
' screen. We have still some space here, so...
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word %%0_0_0_0_0_0_0_0 ' $D0 '0'
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word %%0_2_2_2_2_2_0_0
|
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word %%2_2_2_0_0_2_2_0
|
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word %%2_2_2_0_0_2_2_0
|
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word %%2_2_2_0_0_2_2_0
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word %%2_2_2_0_0_2_2_0
|
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word %%2_2_2_2_2_2_2_0
|
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word %%0_2_2_2_2_2_0_0
|
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word %%0_0_0_0_0_0_0_0 ' $D1 '1'
|
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word %%0_0_0_2_2_0_0_0
|
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word %%0_0_2_2_2_0_0_0
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word %%0_0_0_2_2_0_0_0
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word %%0_0_0_2_2_0_0_0
|
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word %%0_2_2_2_2_2_2_0
|
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word %%0_2_2_2_2_2_2_0
|
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word %%0_0_0_0_0_0_0_0 ' $D2 '2'
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|
word %%0_2_2_2_2_2_0_0
|
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word %%2_2_0_0_2_2_2_0
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word %%0_0_0_2_2_2_0_0
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word %%0_0_2_2_2_0_0_0
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word %%0_2_2_2_0_0_0_0
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word %%2_2_2_2_2_2_2_0
|
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word %%2_2_2_2_2_2_2_0
|
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word %%0_0_0_0_0_0_0_0 ' $D3
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word %%0_2_2_2_2_2_2_0
|
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word %%0_0_0_0_2_2_0_0
|
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word %%0_0_0_2_2_0_0_0
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word %%0_0_0_0_2_2_0_0
|
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word %%2_2_2_0_0_2_2_0
|
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word %%2_2_2_2_2_2_2_0
|
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word %%0_2_2_2_2_2_0_0
|
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word %%0_0_0_0_0_0_0_0 ' $D4
|
|
word %%2_2_0_0_0_0_0_0
|
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word %%2_2_0_0_0_0_0_0
|
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word %%2_2_0_2_2_2_0_0
|
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word %%2_2_2_2_2_2_2_0
|
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word %%0_0_0_2_2_2_0_0
|
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word %%0_0_0_2_2_2_0_0
|
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word %%0_0_0_2_2_2_0_0
|
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word %%0_0_0_0_0_0_0_0 ' $D5
|
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word %%0_0_0_0_0_0_0_0 ' $FD ')'
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word %%0_0_0_0_0_0_0_0 ' $FE
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word %%0_0_0_0_0_0_0_0 ' $FF ','
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